
CS2 Competitive Map Guide: The Active Pool (2026)
Mission Briefing
- 11. The Active Duty Pool (Ranked by Difficulty)
- 22. New Mechanics: Smokes & Skyboxes
- 33. Advanced Movement (Sub-Tick)
- 44. Per-Map Deep Dive
The Meta Shift. Source 2 didn't just make maps prettier; it changed the physics. Understanding "Volumetric Smoke" interactions is now more important than raw aim.
#1. The Active Duty Pool (Ranked by Difficulty)
In Premier Mode, you must know all 7 maps to avoid getting banned out.
| Map | Difficulty | Playstyle |
|---|---|---|
| Mirage | Easy | Mid Control = Win. The most puggy map. Essential default. |
| Dust 2 | Easy | Aim duel heavy. Long and Short control dictates the pace. |
| Inferno | Medium | Utility heavy. Using grenades to take Banana is mandatory. |
| Ancient | Medium | Green rooms and tight angles. Very CT sided. |
| Anubis | Hard | Fast rotations. The "Water" area allows Ts to split hits easily. |
| Vertigo | Hard | Vertical sound cues are tricky. Ramp control is the whole game. |
| Nuke | Expert | Complex rotations (Vents/Secret). Requires high team coordination. |
#2. New Mechanics: Smokes & Skyboxes
CS2 changed two fundamental rules of the universe.
Volumetric Smokes (The HE Grenade Trick)
- Old CS:GO: Smokes were static grey walls.
- New CS2: Smokes are 3D objects.
- The Mechanic: Throwing an HE Grenade into a smoke temporarily blows a hole in it.
- Strategy: If the enemy smokes a choke point (e.g., Mirage Ramp), throw a grenade in and peek through the hole while they are confused.
Open Skyboxes
- Old CS:GO: Invisible walls in the sky blocked grenades.
- New CS2: Most skyboxes are gone.
- Strategy: You can throw smokes from "Spawn to Site" on almost every map. Learn the "Global Smokes" to support your team from across the map.
#3. Advanced Movement (Sub-Tick)
The server knows exactly when you move, even between ticks.
- Jumpthrows: You no longer need a complex bind. Just jump and throw at the apex. It is consistent by default.
- Surfing: Still viable for training. Spend 10 mins on
surf_utopiato master your air strafing mechanics.
#4. Per-Map Deep Dive
MIRAGE: The Universal Standard
Why It's Important: Most played map. If you can't play Mirage, you can't play CS2.
Key Areas:
- Mid Control: Win mid = win round. Contest window/connector every round.
- A Site Defaults: Tetris, jungle, stairs. Know every angle.
- B Apps Timing: CTs reach bench in 12 seconds. Ts reach apps in 10. You have 2-second advantage.
Essential Utility:
- CT smoke (from T spawn)
- Jungle smoke (from connector)
- Window smoke (from underwood)
Common Mistakes:
- Not clearing underpalace when taking A
- Pushing B apps without flashing short
- Rotating too early from B to A
The Mirage Meta
INFERNO: Utility Paradise
Why It's Unique: Most grenade-dependent map. Raw aim matters less than utility.
Banana Control = Game Control:
- Ts MUST take banana to threaten B
- CTs MUST hold banana or give up B for free
- 60% of round action happens at banana
Essential Mollies:
- CT molly on car (delays T banana push)
- T molly on car (forces CT to move)
- Pit molly (post-plant, prevents defuse)
Map-Specific Mechanics:
- Balcony Control: If Ts take balcony, A is free
- Library Rotation: Fastest CT rotation (3 seconds BβA)
- Graveyard Boost: 2-man stack for info
Why Pros Love It: Rewards teamwork over individual skill.
ANCIENT: The CT Paradise
Win Rate: 55% CT-sided (most CT-favored in pool).
Why CTs Dominate:
- Long rotation paths for Ts
- Many one-way angles (donut, cave)
- Easy retakes (only 2 site entrances)
T-Side Strategy:
- Don't default. Execute fast (smokes+flashes).
- B Split: Attack from ramp AND mid simultaneously.
- A Main Fakes: Throw utility at A, rush B.
Common CT Setups:
- 2 A (heaven + donut)
- 2 B (window + elbow)
- 1 Mid (rotate based on info)
Pro Tip: If you're T side and win pistol round, FORCE BUY round 2. Ancient CTs can't retake without utility.
ANUBIS: The Complex Rotation Map
Why It's Hard: Fastest rotations in the game. CTs can rotate BβA in 4 seconds via water.
T-Side Keys:
- Control Water: If you own canal, CTs can't rotate.
- A Main Pressure: Forces CT to commit defenders.
- Fake Heavy: CT rotations are so fast, fakes actually work.
CT-Side Keys:
- Play Retake: Don't stack sites. Let Ts plant, then retake.
- Abuse Water: Rotate faster than Ts can plant.
Learning Curve: Hardest map for beginners. Avoid until you master Mirage/Inferno.
NUKE: The Vertical Nightmare
Why Pros Love/Hate It: Requires perfect team coordination. Solo queue = nightmare.
The Challenges:
- Sound Confusion: Enemy above or below you? Hard to tell.
- Vent Rotations: Fast, but requires practice.
- Ramp Control: Who controls ramp controls the game.
Essential Calls:
- "Heaven" (upper A site)
- "Hell" (lower A site, below heaven)
- "Secret" (stairs from outside)
- "Vents" (rotation path)
Why It's CT-Sided: CTs can hold 2 sites with only 3 players (2A, 1B, 2 rotate).
T-Side Strategy:
- Outside Control: Take red/silo early.
- Ramp Rush: Fast B execute before CT setup.
- A Main Slow: Default until you see opening.
Nuke Warning
Vertigo Alternative
#5. Map Pool Strategy (What to Ban)
In Pick/Ban Phase:
Always Ban (For Most Players):
- Nuke - Too complex
- Vertigo - Requires vertical sound awareness
Sometimes Ban: 3. Anubis - If you're weak at fast rotations 4. Ancient - If you're weak at CT retakes
Never Ban:
- Mirage - Universal map, you MUST know it
- Inferno - Too common to avoid
Your 3-Map Pool
Tier 1 Must-Know:
- Mirage (universal)
- Inferno (utility practice)
Tier 2 Choose ONE:
- Ancient (CT-sided, aim-heavy)
- Anubis (complex rotations)
- Dust 2 (aim duels, simple)
#6. Volumetric Smoke Tactics
The HE Grenade Trick
The Mechanic:
- Enemy throws smoke (e.g., blocks banana)
- You throw HE grenade INTO the smoke
- Smoke clears for 2-3 seconds
- You peek through the hole
Counter-Play: If you throw smoke and hear HE, RETREAT. Enemy is about to peek.
The Molly Extinguish
Old CS:GO: Molotov burns for 7 seconds. Wait it out.
New CS2: Throw smoke ON molotov β Instant extinguish.
Use Case:
- CT mollies plant spot
- Throw smoke on fire
- Safe plant immediately
Important: Smoke MUST land IN the fire. Next to it = doesn't work.
#7. Map-Specific Economy
Mirage Economy:
T Side:
- Round 1: Armor + Utility (standard)
- Round 2 (if win): MP9 for bonus money
- Round 16 (Halftime): Full buy regardless of money (you don't carry money to CT side)
CT Side:
- Round 1: Kit + Utility (save for Round 2 rifle)
- Defend A: M4A4 (spray for palace push)
- Defend B: M4A1-S (long range market window)
Inferno Economy:
T Side:
- Buy MORE utility than other maps (you NEED mollies/smokes for banana)
- Budget: $1000 for utility vs $600 on Mirage
CT Side:
- Banana anchor: P90 (close range fights)
- A site: Rifle (long range balcony)
Ancient Economy:
CT Side:
- Buy AWP for mid (strongest position on map)
- A defenders: Rifles (long range donut fights)
T Side:
- Force buy Round 3 if you won pistol (capitalize on weak CT retakes)
#8. Default Setups (Where to Stand)
Mirage CT Default (2-1-2)
- A Site: 2 players (jungle + stairs OR connector + ticket)
- Mid: 1 player (window or connector)
- B Site: 2 players (bench + short OR site + apps)
Inferno CT Default (2-1-2)
- A Site: 2 players (pit + balcony OR pit + library)
- Mid: 1 player (mid for info, rotates based on call)
- B Site: 2 players (car + CT OR logs + site)
Why This Works: Covers all entrances, allows fast rotations.
#9. Retake Strategies
When to Retake vs Save
Retake If:
- 4v2 or better player advantage
- You have utility (smokes/flashes)
- <30 seconds left (time pressure on Ts)
Save If:
- 2v4 or worse
- No utility
- 45+ seconds left (Ts can just hide)
The Retake Kit
Essential Utility:
- 2 smokes (block plant spots)
- 2 flashes (blind post-plant players)
- 1 molly (clear corner)
The Play:
- Smoke plant
- Flash site
- Trade kills (if teammate dies, YOU kill the enemy)
Common Mistake: Retaking 1-by-1. You'll get picked off. Wait for teammate, go together.
#10. Rotation Timing
The Golden Rule
DON'T rotate until you hear:
- Bomb plant sound, OR
- "They're ALL here!" call from teammate, OR
- 3+ enemies confirmed
Why: Ts fake all the time. Early rotation = lost round.
Fast Rotate Paths
Mirage:
- A β B: Connector β Cat (12 seconds)
- B β A: Cat β Connector (12 seconds)
Inferno:
- A β B: Library β CT (8 seconds)
- B β A: CT β Library (8 seconds)
Ancient:
- A β B: Donut β Mid β Elbow (15 seconds)
- B β A: Elbow β Mid β Outside (15 seconds)
Pro Tip: Practice these paths offline. Shave 2-3 seconds = win the retake.
#Frequently Asked Questions
Mirage. Simple layout, balanced, most played. Learn Mirage, then expand to Inferno and Dust 2.
If you're below 10k rating, yes. Nuke requires team coordination impossible in solo queue.
Minimum 3 (Mirage + 2 others). Ideal: 5. Expert: All 7. Don't spread too thin early.
Throw HE grenade into smoke (creates temporary hole). Or wait 18 seconds (smoke fades). Don't blindly push.
Map design favors defenders. Long T rotation paths, easy CT retakes, many one-way angles. Expect 9-6 CT halves.
#Summary: Map Mastery Roadmap
Week 1: Mirage (learn all callouts, 3 smokes) Week 2: Inferno (banana control, utility heavy) Week 3: Pick your 3rd map (Ancient OR Dust 2) Week 4+: Expand to Anubis or Vertigo
The Rule: Play 50 matches on a map before adding another. Depth > Breadth.
Map Pool Mastered?
Celebrate with a new skin for each map. Use the Trade-Up Calculator to craft map-specific skins (e.g., Inferno Collection items).
Build Your Collection β
Last Updated: December 21, 2026. Map pool subject to change with Valve updates.
Need to buy the right agent skin for these maps? Check our Trade Up Calculator to craft some camouflage.